Are HWKS just too squishy and slow for the current meta?

By brystrom1, in X-Wing Squad Lists

Just wondering why I haven't seen many rebel operatives rolling tactician and TLT. Seems solid for 24 points. For example a slight variation on Heaver's world's list.

Poe VI/R2D2/AT 38

TLT Stresshog 26

Rebel Oper TLT/TCT 24

Bandit 12

100 points

Is it just the dial being atrocious? I really haven't flown them in anything other than gimmicky lists with ways to mitigate the dial's limitations.

I like the concept of the HWK with Tactician and TLT because your 5 health is sitting behind two agility, rather than one. In the list you pointed out, it also offers options for heavier stressing of targets in your 'danger zone'. However, I also like flying similar ships to make maneuvering easier. In your example list, all of the ships could end up out-pacing the HWK a few turns in. Not a problem if you plan on having it hang back to mop up the mess your other ships make.

Ive been playing around with this idea for Scum. just taking a TLT Hwk as a stress "hog" its not bad, especially if you plan on letting it hang back while your other ships press forward. People are going to want to shoot at it, but its really not doing anything other than being a pain in the butt. Also, the HWK is okay at keeping people in arc, but I wouldnt let that stop me from using the TLT. If your running it as scum, you can even throw Feedback array on it to discourage anyone from getting in too close.

I watched a Poe, Kyle and Biggs list clean up a Deci + Swarm build.

Biggs was fully loaded, Kyle had Jan, TLT and VI and Poe was loaded with R2D2, IA and DTF.

That HwK was a great great addition to the list and Jan let the player choose whether to bank on focus or to take the evade. By all rights that HwK should have been smoked. Even when Biggs went down, that HwK performed.

It's a good ship.

Yes.

1) Scum Palob is superior at 20pts and can go skinny(+6 for TLT) while stealing a Focus/Evade or forcing them to do Target Lock.

2) Ywing is 2 more points, 1 less green dice but comes with 2Shield, 1Hull (11pts), and a vastly superior dial

3) Fully Loaded(Named, EPT, TLT, Recon Spec, Moldy Crew) is about 34-39ish points is really expensive for what you are getting

But your list utilizes it well but relies too heavily and Poe finishing everyone.

Edited by radica

Store Championships in Danvers, MA at Toys'n'Things on Sunday, January 24th:

My "Wampa," at Range 1 with Marksmanship (from "Youngster") attacked a HWK-290 at full health. Natural roll: {boom}, {kaboom}, and {eyeball} which modified to (with Marksmanship): {boom}, {kaboom}, and {kaboom}. The HWK-290 failed to evade any damage. The shield was removed, a direct hit was applied, and a major explosion was applied. When rolling for the major explosion an additional {kaboom} was applied to eliminate the ship.

1 shield + 4 hull, eliminated (through a good deal of luck) by one TIE Fighter.

Haven't run the stess HWK but looks nice in that list.

I've always enjoyed Mux. Acts like a pseudo Biggs, drawing fire. He will be a good candidate for the cloaking device - maybe Stygium Particle Accelerator if you feel lucky.

Someone commented on another thread that Palob with Wired and Zuckuss will be interesting. I concur.

I really really want to like it. Just. So. Slow. Would be great if they offered at title/mod for you to lose the primary completely for a discount on a turret. Call it a combat retrofit and allow you to up the speed of straight maneuvers or something. Might make it more than just cute.

Now Scummy Hwks on the other hand... icky pilot abilities almost make them playable on their own. Almost.

I just won a 14 person tournament with two scum hawks and bossk. I was using torkil and Palob with recon and tlt. Never lost both hawks all day.

I just won a 14 person tournament with two scum hawks and bossk. I was using torkil and Palob with recon and tlt. Never lost both hawks all day.

I have theorycrafted a similar type of build. What was your list? Sounds ruthless.

I just won a 14 person tournament with two scum hawks and bossk. I was using torkil and Palob with recon and tlt. Never lost both hawks all day.

I would love to see that build. I want to love the HWK.

I just won a 14 person tournament with two scum hawks and bossk. I was using torkil and Palob with recon and tlt. Never lost both hawks all day.

I would love to see that build. I want to love the HWK.

Bossk Opportunitist K4

Palob VI TLT Recon

Torkil TLT Recon

Palob can move after Bossk to block so he doesn't have to move very far while clearing stress. Bump doesn't really matter as he can get target lock and activate opportunitist. Palob can steal tokens and shoot before Bossk to strip tokens to activate opportunitist. Torkil changes an ememy's pilot skill to 0 to make up for his low pilot skill and to try to kill an ace before he can shoot each round. Hawks just recon focus everytime to be able to modify both TLT shots. Weakness is that the Hawks can only really take 1 or 2 shots a round before they really start taking damage. Against swarms or 4 rebel 3 attack ships I try to get Bossk to block and take those shots so the Hawks dont. The real strength is with tlts and 180 arc it's real easy to focus fire from everyone onto 1 target.

I'll add that with that build bossk has a 6 damage potential. At range 1 and opportunitist, he'll be rolling 5 dice. if you get at least 1 critical to go thru and double it that's 6 hits on a target who won't have a token for defense.

Also every match each opponent said they just get range 1 of hawks and get behind bossk. bossk covers the range 1 donut hole with his ship and firing arc. I slow roll/bump into Palob to prevent faster ships from getting behind him. Plus the tlts can normally shoot at any ship who kturn behind bossk.

^Very interesting. Not what I expected. I'll have to try it. I'm a big fan of self bumping 666. It's more of a battle tank than a 'fortress'.

^Very interesting. Not what I expected. I'll have to try it. I'm a big fan of self bumping 666. It's more of a battle tank than a 'fortress'.

I don't bump all the time, mostly I'll bring the Hawks in the middle and bossk going outside to widen arc coverage. Hes literally twice as fast as the Hawks so can catch up with them very easily. It's not until combat happens that I'll create a traffic jam with bossk. his large ship base covers a lot of the Hawks range 1.

As a side note for this tread. Scum crew members will be great on tlt hawks. Bossk is already good on a high ps tlt hawk. Zuccuss and 4lom will be nasty on them too. 4lom can double ionized a hawk but both clear so not a big deal. Zuccuss will be tricky to know when to stress your self more than once. My bet is the jm5k crew members will be great on hawks too.

The Hawk's dial is poor, but the 2 green dice and turret mean it can pull some weight. The problem is the Hawk often relies on being in some sort of synergistic list, where its ability to exert some control over the battlefield is often tied into other members of the squad. I find Hawk lists tend to crumble quickly. The lists are normally set up to do one thing, and as long as it can keep doing that one thing, fine, but if there's a perturbation to the sequence, or the opponent is decent at disruption and control, then suddenly you're left with a ship that costs a lot of points that can barely turn corners.

You'll always find people who say "I won 85 store championships with a 4 Hawks and a blaster turret between them" but by and large I think if you're going to take them you have to be sure you'll be facing people who aren't as good as you. The best thing to do with a Hawk is build one that looks good and then see what else you could spend the same points value on. If it wins out (and it won't) take the Hawk. Otherwise, take the other thing.